Friendly Solarian Priestess
Nature. Isolated Confidant; Demeanour. Friendly Fanatic
Relations. Church of Sola (); The Emerald Blades ()
Senses. Darkvision 60ft.
Proficiency Bonus. +2
Health. 30 (6+4+4+4 [3d6HD] +2+2+2+2 [Con] +4 [Class])
Health and Defense
Attributes and Skills
|Sleight of Hand|
Creating Spell Slots (Font of Magic)
|Spell Slot Level||Sorcery Point Cost|
Racial and Class Abilities
God-Touched (Protector Aasimar) (Race)
- Darkvision. Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Celestial Resistance. You have resistance to necrotic and radiant damage.
- Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.
- Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
- Languages. You can speak, read and write Common and Celestial.
- Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.
Priestess of Sola (Background)
- Shelter of the Faithful. As an priestess, you command the respect o f those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
- Skill Proficiencies. Insight, Religion.
- Languages. 2 of your choice.
- Equipment. Solarian Crystal (Store and emit sunlight, gift), 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp.
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Sorcerous Origin: Favored Soul
- Divine Magic (1st). Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
- Supernatural Resilience (1st). At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
- Favored by the Gods (1st). Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
- Sorcery Points (3). You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
- Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
- Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
- Converting a Spell Slot into Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
- Twinned Spell. When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
- Level 4. Increase Cha and Dex by 1.
Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
Spell Slots. 4 × 1st Level | 3 × 2nd Level
- Light. (1 Action, Range Touch; Components V M; Duration 1 hour) You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
- Mage Hand. (1 Action, Range Touch; Components V, S; Duration 1 minute) A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
- Mending. (1 minute, Range Touch; Components V, S M (two lodestones); Duration Instantaneous) This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
- Ray of Frost. (1 Action, Range 60’; Components V S; Duration Instantaneous) A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- True Strike. (1 Action, Range 30’; Components S; Duration Concentration, up to 1 round) You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
- Thaumaturgy. (1 Action, Range 30’; Components V; Duration Up to 1 minute) You manifest a minor wonder, a sign of supernatural power, within range. You create one o f the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1 minute effects active at a time, and you can dismiss such an effect as an action.
Level 1 (3)
- Cure Wounds (1 Action, Range Touch; Components V S; Duration 1 hour) A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
- Guiding Bolt. (1 Action, Range 120’; Components V S; Duration 1 Instantaneous) A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
- Mage Armor. (1 Action, Range Touch; Components V S M; Duration 8 Hours) You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Level 2 (1)
- Hold Person. (1 Action, Range 60’; Components V S M; Duration Concentration, up to 1 minute) Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
- At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Weapons and Armour
- Light Crossbow with 20 bolts. 25 gp. 1d8 piercing. 5 lb. Ammunition (range 80/320), loading, two-handed.
- Two daggers. 2 gp. 1d4 piercing. 1 lb. Finesse, light, thrown (range 20/60).
- Arcane and Divine Focus. Solarian Crystal. 1 lb.
- Explorer’s Pack. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
- Potion of Climbing When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
- Potion of Healing (3). You regain hit points when you drink this potion. (2d4 +2).
- Money. 315gp.
(Short description of the character’s appearance.)
(A description of the character’s personality.)
(A few paragraphs on the character’s history leading up to joining the Silver Ravens Guild. Make sure to include the connections that we created during character creation.)
Before the Campaign
(A summary of the character’s history since joining the party.)
Miri is essentially the opposite of Bor, a devoutly religious person after she became Sol-touched from a random vision of Lumina, the spirit of Aurorus and she was elevated to Solarian high priestess at a young age because of that. Currently, she is on the run with Sinowar as she followed Miri while she was running away from an angry looking group of people from the church after she realised the corruption from the higher ups thanks to Elorne proving it to Miri about it. She knows both divine and arcane magic and is now trying to find a way to overthrow the corrupt leaders of the church …and preaching Sola whenever she can.
You have a vested interest in Arborea as it stands right now. What happened last time you had to support or defend it?
During a small war that occurred on the island against the natives, Miri was sent as support from the Solarian church to help the natives who were injured in the battles but there was an ulterior motive of getting people over to the Solarian religion. Though she managed to convert a couple of people over, Miri also was entranced the landscape of the island, not seeing as lush forests back home, travelling over occasionally.
You needed to confront Kalmer Redbrand, but knew you needed Kutu’s help. What did you need from them? Did they help?
After the Midsummer Festival, you and Sinowar were on the run, and she’s the reason both of you escaped. How have you repaid them? Do they think that’s enough?
Sinowar looked at Miri was she was running away from a mob group sent by the leaders of the church to stop Miri getting away and exposing their corruption. After fleeing the city successfully, she repaid Sinowar by accompanying her through her journeys, her complete trust and aiding her with her powers if need be. She feels that it’s enough compensation.
The Church of Sola
Th Emerald Blades